Well although not a factory functionality Mootzoids emFluid5 is excellent
for doing fluids (gaseous) in Softimage.
MB
Den 23. maj 2014 kl. 16:53 skrev Luc-Eric Rousseau luceri...@gmail.com:
Fluid was missing from that list IMHO.. and it's not something we have
in Softimage.
On Fri, May
...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com ] On Behalf Of Luc-Eric
Rousseau
Sent: Friday, May 23, 2014 7:54 AM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
Fluid was missing from that list IMHO.. and it's
Thanks for the explanation...
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Back to Maya's actual strengths; it does have a grease pencil tool for
animation...I know that it sounds like a minor deal, but it is a huge help
for animators. Hopefully Softimage will get a third party solution soon ;)
--
-=T=-
On May 22, 2014, at 2:25 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
If I had a nickel for questions starting with... In Maya, can you... The
answer is always yes. Getting to that yes more often than not is really
painful.
Yes!!!
Perfectly stated, Lu.
] On Behalf Of Luc-Eric
Rousseau
Sent: Friday, May 23, 2014 7:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
Fluid was missing from that list IMHO.. and it's not something we have
in Softimage.
On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog
hirazib
As these NG skin tools do not yet seem to be available for Maya 2015, I
wonder,
why Maya plugins apparently do have to recompiled for every version,
while I am still running a commercial plugin for Softimage that was
created for XSI 5?
It would be nice, if someone could explain this in a few
plugin longevity, wouldn't count as a strength ?! pardon the flames, but
that is pretty good.
On 25 May 2014 11:50, Leendert A. Hartog hirazib...@live.nl wrote:
As these NG skin tools do not yet seem to be available for Maya 2015, I
wonder,
why Maya plugins apparently do have to recompiled
Maya breaks binary compatibility every major release. In layman terms you
have to recompile against each version when it comes out.
On 25 May 2014 20:50, Leendert A. Hartog hirazib...@live.nl wrote:
As these NG skin tools do not yet seem to be available for Maya 2015, I
wonder,
why Maya
Is there a simple reason for this constant breaking of compatibility?
Date: Mon, 26 May 2014 06:33:14 +1000
Subject: Re: Maya strengts (anyone?)
From: raffsxsil...@googlemail.com
To: softimage@listproc.autodesk.com
Maya breaks binary compatibility every major release. In layman terms you have
:14 +1000
Subject: Re: Maya strengts (anyone?)
From: raffsxsil...@googlemail.com
To: softimage@listproc.autodesk.com
Maya breaks binary compatibility every major release. In layman terms you
have to recompile against each version when it comes out.
On 25 May 2014 20:50, Leendert A. Hartog
A. Hartog hirazib...@live.nl wrote:
Is there a simple reason for this constant breaking of compatibility?
--
Date: Mon, 26 May 2014 06:33:14 +1000
Subject: Re: Maya strengts (anyone?)
From: raffsxsil...@googlemail.com
To: softimage@listproc.autodesk.com
Maya breaks
-Original Message-
From: softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Friday, May 23, 2014 7:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
Fluid was missing from
Well from a companies point of view.
There are MANY MANY times more high quality artists to employ,
which means no problems finding people, and the artists probably drive down
their own prices.
Ive worked at xsi places where they just couldn't find a freelancer at all
- because any good ones were
so dumping all the xsi artist into a maya majority industry insures 1) that
the market is even more saturated 2) that having to start from scratch
X'xsi artists are at a crushing disadvantage 3) due to saturation we all
get payed like cashiers at a supermarket ?
On 23 May 2014 12:41, Toby Winder
yep, makes sense ha? :)
On Fri, May 23, 2014 at 2:26 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
so dumping all the xsi artist into a maya majority industry insures 1)
that the market is even more saturated 2) that having to start from scratch
X'xsi artists are at a crushing
As a conclusion to my original question: to most it seems the wounds are
still a bit too fresh. ;)
But then I didn't want to compare Maya to Softimage,
I just wanted to find out what Maya's strengths were in this new
post-Softimage world.
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi
Oh, and before everyone misunderstands my previous post:
it was meant as a slightly tongue in cheek remark.
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
.
Date: Fri, 23 May 2014 12:41:47 +0100
Subject: Re: Maya strengts (anyone?)
From: winder.t...@googlemail.com
To: softimage@listproc.autodesk.com
Well from a companies point of view.
There are MANY MANY times more high quality artists to employ,
which means no problems finding people
upon its contents, nor copy or show it to anyone.
Please contact the sender if you believe you have received this email in
error.
--
Date: Fri, 23 May 2014 12:41:47 +0100
Subject: Re: Maya strengts
Oh, I understand fully you can't compare without something to compare
with. ;)
My interpretation of many of the posts in this thread is that people
understandably still primarily compare it to Softimage. My question was
where its place was in this post-Softimage world.
Which is a tough (maybe
Fluid was missing from that list IMHO.. and it's not something we have
in Softimage.
On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog hirazib...@live.nl wrote:
Oh, I understand fully you can't compare without something to compare with.
;)
My interpretation of many of the posts in this
Doesn't softimage have Lagoa fluids?
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Friday, May 23, 2014 7:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts
...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Friday, May 23, 2014 7:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
Fluid was missing from that list IMHO.. and it's not something we have in
Softimage.
On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
Fluid was missing from that list IMHO.. and it's not something we have in
Softimage.
On Fri, May 23, 2014 at 10:11 AM, Leendert A. Hartog hirazib...@live.nl
wrote:
Oh, I understand fully you can't compare without
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric
Rousseau
Sent: Friday, May 23, 2014 7:54 AM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
Fluid was missing from
On Fri, May 23, 2014 at 1:29 PM, Matt Lind ml...@carbinestudios.com wrote:
Fluid was missing from that list IMHO.. and it's not something we have in
Softimage.
Doesn't softimage have Lagoa fluids?
Lagoa fluid ICE particles-based, correct? maya has 2d and 3d
grid-based and voxel-based fluids
still at AD and working on the Maya team.)
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mario Reitbauer
Sent: May-23-14 2:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
Luc you are still at AD right
As a “perfect companion” to the very interesting “Houdini Weaknesses”
thread that has developed here recently, I would be interested not so
much in the weaknesses but in the specific strengths of Maya. The
weaknesses from a Softimage POV would seem to be pretty well documented,
what interests
Ah, shucks, give me something. I am just learning Maya and I could
really use a little boost... ;)
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
The biggest advantage I can see now is that they have a really big team
working to make it better. Let's if they can make it
On Thu, May 22, 2014 at 11:53 AM, Leendert A. Hartog hirazib...@live.nlwrote:
Ah, shucks, give me something. I am just learning Maya and I could really
use a little
Yoouuu willl... never be alone in hell ?
On 22 May 2014 11:53, Leendert A. Hartog hirazib...@live.nl wrote:
Ah, shucks, give me something. I am just learning Maya and I could really
use a little boost... ;)
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of
So, absolutely no strengths? Market leader on marketing voodoo alone?
Somehow I doubt that... ;)
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
You mean they didn't have a big team before :P
On 22 May 2014 11:56, Mário Domingos mr.mariodomin...@gmail.com wrote:
The biggest advantage I can see now is that they have a really big team
working to make it better. Let's if they can make it
On Thu, May 22, 2014 at 11:53 AM, Leendert
So far I can think of one... viewport.
And maybe better connection with 3rd party clients like game engines as it
is more support then SI.
The rest.. cant think of any right now really
On Thu, May 22, 2014 at 12:10 PM, Leendert A. Hartog hirazib...@live.nlwrote:
As a “perfect companion” to
Also you ahve to ask more precicely.
Do you mean strengths from technical point as it seems that TD guys loves
it, or from artist point as it seems there is big difference there.
On Thu, May 22, 2014 at 12:59 PM, Leendert A. Hartog hirazib...@live.nlwrote:
So, absolutely no strengths? Market
Both would interest me ATM.
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
My 5 cents:
The viewport is more modern, faster than XSI's, and supports DX11 shaders.
The SDK is really open, there is hardly anything you don't have access to.
Texture swimming works.
The general notion of complex rig performance is that it's better than in XSI's.
Fluids and Muscles out of the
Could you say it is scalable? able to do games and films ? i agree that
from a TD perspective it seems ok, doesn't sweeten the pill for the end
user though.
strengths, like it has more skinning algorithms then any other package:
Voxel, quaternion, heat... but then it also has weight painting so
Currently loading a 12.3gb scene...
On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Could you say it is scalable? able to do games and films ? i agree that
from a TD perspective it seems ok, doesn't sweeten the pill for the end
user though.
strengths, like it has
I find Maya to be more snapier to Character Animation than XSi, its Hard to
explain, but i prefer to Character Animate there than in Xsi, but only that
:)
On Thu, May 22, 2014 at 1:18 PM, Rob Chapman tekano@gmail.com wrote:
Currently loading a 12.3gb scene...
On 22 May 2014 12:12,
Is it done loading ?
Currently loading a 12.3gb scene...
On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com wrote:
Could you say it is scalable? able to do games and films ? i agree that from a TD
perspective it seems ok, doesn't sweeten the pill for the end user though.
What does the scene consist off ? that would be an advantage, if it could
hold more individual none instanced assets, when it comes to mesh density
xsi outstrips it easily.
you can in fact smooth a character in softimage and playback at a decent
speed, something i have never witnessed in maya
Yes about 30 mins to load
On 22 May 2014 12:21, Stefan Kubicek s...@tidbit-images.com wrote:
Is it done loading ?
Currently loading a 12.3gb scene...
On 22 May 2014 12:12, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Could you say it is scalable? able to do games and films ? i
And sorry yes this is just Bg environment geometry
On 22 May 2014 12:37, Rob Chapman tekano@gmail.com wrote:
Yes about 30 mins to load
On 22 May 2014 12:21, Stefan Kubicek s...@tidbit-images.com wrote:
Is it done loading ?
Currently loading a 12.3gb scene...
On 22 May 2014 12:12,
Total nightmare. Reminds me on stories of the making of Myst (the game), with
sometimes hours of loading time.
I couldn't imagine working like that. To be fair, I always found loading/saving
in Maya pretty fast, even compared to XSI.
I tried with scenes of equal complexity (lots of geo, but
Thanks for that...
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Yeah am trying to optimize the layout for current shot by deleting out of
camera hierarchies but Maya keeps freezing 10 minutes at a time when
selecting. Lass tool is single threading right?
On 22 May 2014 12:42, Stefan Kubicek s...@tidbit-images.com wrote:
Total nightmare. Reminds me on
Are you trying to attain a specific level of generalism ?
On 22 May 2014 12:44, Leendert A. Hartog hirazib...@live.nl wrote:
Thanks for that...
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Well, I am a mere hobbyist, so the generalist approach has always seem
prudent.
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
I would say after using it a bit. The node editor is acutally something
worth using it.
2014-05-22 14:03 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
Are you trying to attain a specific level of generalism ?
On 22 May 2014 12:44, Leendert A. Hartog hirazib...@live.nl wrote:
A robot a day keeps the doctor away?
http://www.cgmeetup.net/home/making-of-the-amazing-spider-man-2-rhino/
blaa ?
On 22 May 2014 13:11, Martin furik...@gmail.com wrote:
Tough question.
Modeling. Nothing really. A few tools that SI lacks like preserve uvs, lock sub
components, sculpt
I'm gonna be with Sebastien on this one. Maya is not stronger than anything in
a way worth mentioning. It is the winner if the race for historical reasons,
and because the race was rigged (ha... See what I did there? ;-) ). If
anything, it is a very open package, but that doesn't get you
I actually thought it was the worst node editor I've used in my life.
Sergio Muciño.
Sent from my iPad.
On May 22, 2014, at 8:30 AM, Mario Reitbauer cont...@marioreitbauer.at
wrote:
I would say after using it a bit. The node editor is acutally something worth
using it.
2014-05-22
BTW, just to clarify... I don't hate Maya per se (ok... I hate it throughout
the day... Several times). It is actually a good package (it didn't become the
standard in film just for no reason). However, to me, strengths reads as
qualities that surpass anything else by an noticeable margin. In
Okay, a more specific question. Back in the day I always heard that Maya
was the most useful tool for Character Animation (discounting Softimage
from the equation). Was this just myth or is it just outdated info?
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of
Well, the node editor can be clunky--especially how it has the propensity
to throw in unit converters all over the place and you end up getting
double or triple degree to radian calculations without asking for them. And
the functions that are not missing can be hidden or the way to achieve
Propaganda.
It wasn't bad, just not really any better and in some areas (like trax)
worse.
On Thu, May 22, 2014 at 8:25 AM, Leendert A. Hartog hirazib...@live.nlwrote:
Okay, a more specific question. Back in the day I always heard that Maya
was the most useful tool for Character Animation
I'd say that it is better now though, if only because Soft hasn't really
had much development.
On 22 May 2014 14:31, Eric Turman i.anima...@gmail.com wrote:
Propaganda.
It wasn't bad, just not really any better and in some areas (like trax)
worse.
On Thu, May 22, 2014 at 8:25 AM,
Okay, but discounting Softimage and considering the alternatives (again:
possibly only back in the day)?
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
Unfortunately for character animation part there are no alternatives.
Alternative is something you can do same job easier or at least same level
of effectiveness.
There is no one out commercially available.
On Thu, May 22, 2014 at 3:35 PM, Leendert A. Hartog hirazib...@live.nlwrote:
Okay, but
Look at World of Warcraft for example. By todays standards technically its
supposedly not that great. What it did have however was timing. At the
time it was the best of what was there and it was marketed extremely well.
As such even in decline at 7 Million plus subscribers it still orders of
Maya's animation tools are better than they were, yes ( I like the fcurve
lattice but even that needs work in its selection/manipulation area) , but
not better than the current Softimage. Our lead animator who was a maya
fanboy now complains that the current Maya fcurve editor is slowing him
down.
For Character Animation you can still use max if you want to animate for
games.
Which in the end isn't any better...
2014-05-22 15:48 GMT+02:00 Mirko Jankovic mirkoj.anima...@gmail.com:
Unfortunately for character animation part there are no alternatives.
Alternative is something you can do
@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Maya strengts (anyone?)
For Character Animation you can still use max if you want to animate for games.
Which in the end isn't any better...
2014-05-22 15:48 GMT+02:00 Mirko Jankovic
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com
Maya was ahead of its time 20 years ago, the novel architecture and a long list
of historical events and mismanagement from Softimage (owned by Microsoft at
the time) meant XSI arrived at least 4/5 years late to the party, which was a
death sentence and big facilities by then did the full
20 years.. 4/5 years late..adjusted for inflation I guess ;)
On Thu, May 22, 2014 at 11:11 AM, Jordi Bares jordiba...@gmail.com wrote:
Maya was ahead of its time 20 years ago, the novel architecture and a long
list of historical events and mismanagement from Softimage (owned by
Microsoft at
In fairness the architecture is admirable, i don't think anyone ever made a
fully nodal DCC after maya, to bad so little of it reaches its full
potential.
On 22 May 2014 17:15, Luc-Eric Rousseau luceri...@gmail.com wrote:
20 years.. 4/5 years late..adjusted for inflation I guess ;)
On Thu,
Time passes so fast in hyper-London I just made you guys 4 years older!
X-D
Sent from my iPhone
On 22 May 2014, at 17:15, Luc-Eric Rousseau luceri...@gmail.com wrote:
20 years.. 4/5 years late..adjusted for inflation I guess ;)
On Thu, May 22, 2014 at 11:11 AM, Jordi Bares
I think the only failure of the node architecture was that it wasn't meant
to be used by artists. Had they had that in consideration, we would've had
something like ICE or close to it ages ago. There are still some cool
thing you can do in the Hypershade today, but it's unwieldy compared to
+6 Lu
On Thu, May 22, 2014 at 7:11 PM, Meng-Yang Lu ntmon...@gmail.com wrote:
I think the only failure of the node architecture was that it wasn't meant
to be used by artists. Had they had that in consideration, we would've had
something like ICE or close to it ages ago. There are still
Lol Lu
It's amazing for this, this, this it sucks :)
I believe qualoth has been discontinued. yes next person to offer a feature
rich cloth solution will be a rich man/woman, may the Fabric enginz be with
him.
On 22 May 2014 18:18, Halim Negadi hneg...@gmail.com wrote:
+6 Lu
On Thu,
to do that in maya!! someone at work told
me I need a script for something that simple...
-Manu
IMDB | Portfolio | Vimeo
| Linkedin
Date: Thu, 22 May 2014 10:11:09 -0700
Subject: Re: Maya strengts (anyone?)
From: ntmon...@gmail.com
To: softimage@listproc.autodesk.com
I think the only failure
http://envmanu.com http://envmanu.carbonmade.com/|
Vimeohttp://vimeo.com/manuelhuertasmarchena|
Linkedin http://www.linkedin.com/in/manuelhuertas
--
Date: Thu, 22 May 2014 10:11:09 -0700
Subject: Re: Maya strengts (anyone?)
From: ntmon...@gmail.com
To: softimage
...the work around is to put a parent constraint, then delete it :P ..hahah
really? Damn thats really out of the box...!
thanks
IMDB | Portfolio | Vimeo
| Linkedin
Date: Thu, 22 May 2014 18:45:07 +0100
Subject: Re: Maya strengts (anyone?)
From: sebastien.sterl...@gmail.com
To: softimage
If I were a modeler, animator, or lighter, AND I was absolved of all TD
responsibilities, I would absolutely love Maya. This is the vast majority
of the artist experience. It is being in an established shop with tools
already in place to get your work done or a team of TDs to make said tools.
I think i mentioned before that if you have ten TD's waiting on you of
course, i assume the experience becomes a lot more fun. but most places
even medium businesses will not have that kind of work force.
On 22 May 2014 19:25, Meng-Yang Lu ntmon...@gmail.com wrote:
If I were a modeler,
Maybe we can submit tickets to AD...
---
Emilio Hernández VFX 3D animation.
2014-05-22 13:44 GMT-05:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
I think i mentioned before that if you have ten TD's waiting on you of
course, i
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